| | 1 | /* |
| | 2 | * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. |
| | 3 | * |
| | 4 | * This program is free software: you can redistribute it and/or modify |
| | 5 | * it under the terms of the GNU General Public License as published by |
| | 6 | * the Free Software Foundation, either version 3 of the License, or |
| | 7 | * (at your option) any later version. |
| | 8 | * |
| | 9 | * This program is distributed in the hope that it will be useful, |
| | 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| | 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| | 12 | * GNU General Public License for more details. |
| | 13 | * |
| | 14 | * You should have received a copy of the GNU General Public License |
| | 15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
| | 16 | */ |
| | 17 | |
| | 18 | #include "collisionManager.h" |
| | 19 | |
| | 20 | #include <bear/debug.h> |
| | 21 | #include <bear/Vector2.h> |
| | 22 | #include <bear/mathw.h> |
| | 23 | using namespace bear; |
| | 24 | |
| | 25 | #include "Entities/Ball.h" |
| | 26 | #include "Entities/Polygon.h" |
| | 27 | #include "Entities/PhysicsEntity.h" |
| | 28 | |
| | 29 | #include "CollisionInfo.h" |
| | 30 | |
| | 31 | /// ***** Private Method Headers ***** |
| | 32 | |
| | 33 | static void clearEntities(); |
| | 34 | static void placeEntity(PhysicsEntity*); |
| | 35 | static void updateEntities(); |
| | 36 | |
| | 37 | static void applyCollision(PhysicsEntity*, PhysicsEntity*); |
| | 38 | static void applyCollision(Ball*, Ball*); |
| | 39 | static void applyCollision(Polygon*, Ball*); |
| | 40 | |
| | 41 | static bool getInfo(const Ball*, const Ball*, CollisionInfo*); |
| | 42 | static bool getInfo(const Polygon*, const Ball*, CollisionInfo*); |
| | 43 | |
| | 44 | /// ***** Private Variables ***** |
| | 45 | |
| | 46 | static const int sc_ixDivisions = 20; |
| | 47 | static const int sc_iyDivisions = 16; |
| | 48 | static const int sc_ixScreenSize = 800; |
| | 49 | static const int sc_iyScreenSize = 600; |
| | 50 | |
| | 51 | setPhys divisions[sc_ixDivisions][sc_iyDivisions]; |
| | 52 | |
| | 53 | /// ***** Initializers/Cleaners ***** |
| | 54 | |
| | 55 | void collision::init() |
| | 56 | { |
| | 57 | |
| | 58 | } |
| | 59 | void collision::clean() |
| | 60 | { |
| | 61 | |
| | 62 | } |
| | 63 | |
| | 64 | /// ***** Public Methods ***** |
| | 65 | |
| | 66 | void collision::update(setPhys& sp) |
| | 67 | { |
| | 68 | clearEntities(); |
| | 69 | |
| | 70 | for( setPhys::iterator it = sp.begin(); |
| | 71 | it != sp.end(); |
| | 72 | it++ ) |
| | 73 | { |
| | 74 | placeEntity(*it); |
| | 75 | } |
| | 76 | |
| | 77 | updateEntities(); |
| | 78 | } |
| | 79 | |
| | 80 | /// ***** Private Methods ***** |
| | 81 | |
| | 82 | void clearEntities() |
| | 83 | { |
| | 84 | for( int x = 0; |
| | 85 | x < sc_ixDivisions; |
| | 86 | x++ ) |
| | 87 | { |
| | 88 | for( int y = 0; |
| | 89 | y < sc_iyDivisions; |
| | 90 | y++ ) |
| | 91 | { |
| | 92 | divisions[x][y].clear(); |
| | 93 | } |
| | 94 | } |
| | 95 | } |
| | 96 | |
| | 97 | void placeEntity(PhysicsEntity* ppe) |
| | 98 | { |
| | 99 | DASSERT(ppe != NULL); |
| | 100 | |
| | 101 | Vector2 vecMin; |
| | 102 | Vector2 vecMax; |
| | 103 | |
| | 104 | { // Ball case |
| | 105 | Ball* pBall = dynamic_cast<Ball*>(ppe); |
| | 106 | |
| | 107 | if( pBall != NULL ) |
| | 108 | { |
| | 109 | const float& xb = pBall->positionRaw().m_fX; |
| | 110 | const float& yb = pBall->positionRaw().m_fY; |
| | 111 | const float& rad = pBall->m_radius; |
| | 112 | |
| | 113 | vecMin.m_fX = xb - rad; |
| | 114 | vecMin.m_fY = yb - rad; |
| | 115 | vecMax.m_fX = xb + rad; |
| | 116 | vecMax.m_fY = yb + rad; |
| | 117 | |
| | 118 | goto start; |
| | 119 | } |
| | 120 | } |
| | 121 | |
| | 122 | { // Polygon case |
| | 123 | Polygon* pPoly = dynamic_cast<Polygon*>(ppe); |
| | 124 | |
| | 125 | if( pPoly != NULL ) |
| | 126 | { |
| | 127 | vecMin = pPoly->m_minP; |
| | 128 | vecMax = pPoly->m_maxP; |
| | 129 | |
| | 130 | goto start; |
| | 131 | } |
| | 132 | } |
| | 133 | |
| | 134 | DPF(0, "ENTITY TYPE NOT SUPPORTED BY placeEntity()!!"); |
| | 135 | return; |
| | 136 | |
| | 137 | start: |
| | 138 | for( int x = static_cast<int>( vecMin.m_fX / (sc_ixScreenSize / sc_ixDivisions) ); |
| | 139 | x <= static_cast<int>( vecMax.m_fX / (sc_ixScreenSize / sc_ixDivisions) ); |
| | 140 | x++ ) |
| | 141 | { |
| | 142 | if(x < 0 || sc_ixDivisions <= x) |
| | 143 | break; |
| | 144 | |
| | 145 | for( int y = static_cast<int>( vecMin.m_fY / (sc_iyScreenSize / sc_iyDivisions) ); |
| | 146 | y <= static_cast<int>( vecMax.m_fY / (sc_iyScreenSize / sc_iyDivisions) ); |
| | 147 | y++ ) |
| | 148 | { |
| | 149 | if(y < 0 || sc_iyDivisions <= y) |
| | 150 | break; |
| | 151 | |
| | 152 | divisions[x][y].insert(ppe); |
| | 153 | } |
| | 154 | } |
| | 155 | } |
| | 156 | |
| | 157 | void updateEntities() |
| | 158 | { |
| | 159 | for( int x = 0; |
| | 160 | x < sc_ixDivisions; |
| | 161 | x++ ) |
| | 162 | { |
| | 163 | for( int y = 0; |
| | 164 | y < sc_iyDivisions; |
| | 165 | y++ ) |
| | 166 | { |
| | 167 | for( setPhys::iterator it1 = divisions[x][y].begin(); |
| | 168 | it1 != divisions[x][y].end(); |
| | 169 | it1++ ) |
| | 170 | { |
| | 171 | for( setPhys::iterator it2 = divisions[x][y].begin(); |
| | 172 | it2 != divisions[x][y].end(); |
| | 173 | it2++ ) |
| | 174 | { |
| | 175 | if( *it1 == *it2 ) |
| | 176 | break; |
| | 177 | |
| | 178 | applyCollision(*it1, *it2); |
| | 179 | } |
| | 180 | } |
| | 181 | } |
| | 182 | } |
| | 183 | } |
| | 184 | |
| | 185 | void applyCollision(PhysicsEntity* ppe1, PhysicsEntity* ppe2) |
| | 186 | { |
| | 187 | DASSERT(ppe1 != NULL && ppe2 != NULL); |
| | 188 | |
| | 189 | {// Ball vs Ball |
| | 190 | Ball* pb1 = dynamic_cast<Ball*>(ppe1); |
| | 191 | Ball* pb2 = dynamic_cast<Ball*>(ppe2); |
| | 192 | |
| | 193 | if( pb1 != NULL && pb2 != NULL ) |
| | 194 | { |
| | 195 | applyCollision(pb1, pb2); |
| | 196 | return; |
| | 197 | } |
| | 198 | } |
| | 199 | |
| | 200 | {// Polygon vs Ball |
| | 201 | Polygon* pPoly = dynamic_cast<Polygon*>(ppe1); |
| | 202 | Ball* pBall = dynamic_cast<Ball*>(ppe2); |
| | 203 | |
| | 204 | if( pPoly != NULL && pBall != NULL ) |
| | 205 | { |
| | 206 | applyCollision(pPoly, pBall); |
| | 207 | return; |
| | 208 | } |
| | 209 | } |
| | 210 | |
| | 211 | {// Ball vs Polygon |
| | 212 | Polygon* pPoly = dynamic_cast<Polygon*>(ppe2); |
| | 213 | Ball* pBall = dynamic_cast<Ball*>(ppe1); |
| | 214 | |
| | 215 | if( pPoly != NULL && pBall != NULL ) |
| | 216 | { |
| | 217 | applyCollision(pPoly, pBall); |
| | 218 | return; |
| | 219 | } |
| | 220 | } |
| | 221 | |
| | 222 | DPF(0, "ENTITY TYPE NOT SUPPORTED BY applyCollision()!!"); |
| | 223 | } |
| | 224 | |
| | 225 | void applyCollision(Ball* pb1, Ball* pb2) |
| | 226 | { |
| | 227 | DASSERT(pb1 != NULL && pb2 != NULL); |
| | 228 | |
| | 229 | CollisionInfo cInfo; |
| | 230 | |
| | 231 | if(!getInfo(pb1, pb2, &cInfo)) |
| | 232 | return; |
| | 233 | |
| | 234 | // a few values to simplify the equations |
| | 235 | const Vector2& vecNormal = cInfo.m_vecNormal; |
| | 236 | const Vector2& vecPoint = cInfo.m_vecPoint; |
| | 237 | |
| | 238 | float m1 = pb1->m_mass; |
| | 239 | float m2 = pb2->m_mass; |
| | 240 | |
| | 241 | float e = (pb1->m_CoR + pb2->m_CoR) / 2; |
| | 242 | |
| | 243 | Vector2 v1 = pb1->velocityRaw(); |
| | 244 | Vector2 v2 = pb2->velocityRaw(); |
| | 245 | |
| | 246 | |
| | 247 | float iTop = -(e + 1) * (v1 - v2).dot(vecNormal); |
| | 248 | |
| | 249 | // otherwise the collision happened and we do the math the below assumes |
| | 250 | // collisions have no friction |
| | 251 | |
| | 252 | float impulse = iTop / (vecNormal.dot(vecNormal) * (1 / m1 + 1 / m2)); |
| | 253 | |
| | 254 | pb1->applyImpulse(impulse / m1 * vecNormal, vecPoint); |
| | 255 | pb2->applyImpulse(-impulse / m2 * vecNormal, vecPoint); |
| | 256 | } |
| | 257 | |
| | 258 | void applyCollision(Polygon* pPoly, Ball* pBall) |
| | 259 | { |
| | 260 | DASSERT(pPoly != NULL && pBall != NULL); |
| | 261 | |
| | 262 | CollisionInfo cInfo; |
| | 263 | |
| | 264 | if(!getInfo(pPoly, pBall, &cInfo)) |
| | 265 | return; |
| | 266 | |
| | 267 | // a few values to simplify the equations |
| | 268 | const Vector2& vecNorm = cInfo.m_vecNormal; |
| | 269 | |
| | 270 | float fCoR = pBall->m_CoR; |
| | 271 | Vector2 vecVelo = pBall->velocityRaw(); |
| | 272 | |
| | 273 | // impulse divided by mass |
| | 274 | float idm = (-(fCoR + 1) * vecVelo.dot(vecNorm)) |
| | 275 | / (vecNorm.dot(vecNorm)); |
| | 276 | |
| | 277 | pBall->applyImpulse(idm * vecNorm); |
| | 278 | |
| | 279 | // HACK |
| | 280 | // CoR penetration fix, adds the polygon-ball jitters |
| | 281 | |
| | 282 | // from center to point |
| | 283 | Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->m_radius; |
| | 284 | pBall->applyNudge(cInfo.m_vecPoint + vecCollP - pBall->positionRaw()); |
| | 285 | } |
| | 286 | |
| | 287 | bool getInfo(const Ball* pb1, const Ball* pb2, CollisionInfo* pcInfo) |
| | 288 | { |
| | 289 | // a few values to simplify the equations |
| | 290 | float r1 = pb1->m_radius; |
| | 291 | float r2 = pb2->m_radius; |
| | 292 | |
| | 293 | Vector2 p1 = pb1->positionRaw(); |
| | 294 | Vector2 p2 = pb2->positionRaw(); |
| | 295 | Vector2 v1 = pb1->velocityRaw(); |
| | 296 | Vector2 v2 = pb2->velocityRaw(); |
| | 297 | |
| | 298 | // quick binding box check |
| | 299 | if (p1.m_fX - r1 > p2.m_fX + r2 |
| | 300 | || p1.m_fX + r1 < p2.m_fX - r2 |
| | 301 | || p1.m_fY - r1 > p2.m_fY + r2 |
| | 302 | || p1.m_fY + r1 < p2.m_fY - r2) |
| | 303 | return false; |
| | 304 | |
| | 305 | // test if not touching |
| | 306 | if ((p1 - p2).sqrLength() >= (r1 + r2)*(r1 + r2)) |
| | 307 | return false; |
| | 308 | |
| | 309 | // test if they are moving apart in some way if they are it's likely |
| | 310 | // that they collided last frame and are still overlapping |
| | 311 | |
| | 312 | if ((v1 - v2).dot(p1 - p2) >= 0) |
| | 313 | return false; |
| | 314 | |
| | 315 | pcInfo->m_vecPoint = p1 - (p1 - p2) * r1 / (r1 + r2); |
| | 316 | pcInfo->m_vecNormal = p1 - p2; |
| | 317 | |
| | 318 | return true; |
| | 319 | } |
| | 320 | |
| | 321 | bool getInfo(const Polygon* pPoly, const Ball* pBall, CollisionInfo* pcInfo) |
| | 322 | { |
| | 323 | // a few values to simplify the equations |
| | 324 | float fRad = pBall->m_radius; |
| | 325 | Vector2 vecPos = pBall->positionRaw(); |
| | 326 | Vector2 vecVelo = pBall->velocityRaw(); |
| | 327 | |
| | 328 | float fMaxX = pPoly->m_maxP.m_fX; |
| | 329 | float fMinX = pPoly->m_minP.m_fX; |
| | 330 | float fMaxY = pPoly->m_maxP.m_fY; |
| | 331 | float fMinY = pPoly->m_minP.m_fY; |
| | 332 | |
| | 333 | // quick binding box check |
| | 334 | if (vecPos.m_fX - fRad > fMaxX || vecPos.m_fX + fRad < fMinX || |
| | 335 | vecPos.m_fY - fRad > fMaxY || vecPos.m_fY + fRad < fMinY) |
| | 336 | return false; |
| | 337 | |
| | 338 | |
| | 339 | Vector2 vecTotVec; |
| | 340 | int iTot = 0; |
| | 341 | |
| | 342 | { |
| | 343 | const vector<Vector2>& pts = pPoly->m_points; |
| | 344 | unsigned int num = pts.size(); |
| | 345 | |
| | 346 | for (unsigned int i = 0; i < num; i++) |
| | 347 | { |
| | 348 | Vector2 vec = vectorToLine(vecPos, |
| | 349 | pts[i].m_fX, |
| | 350 | pts[i].m_fY, |
| | 351 | pts[(i + 1) % num].m_fX, |
| | 352 | pts[(i + 1) % num].m_fY); |
| | 353 | |
| | 354 | if (vec.sqrLength() <= fRad*fRad && 0 < vec.dot(vecVelo)) |
| | 355 | { |
| | 356 | vecTotVec += vec; |
| | 357 | iTot += 1; |
| | 358 | } |
| | 359 | } |
| | 360 | } |
| | 361 | |
| | 362 | if (iTot <= 0) |
| | 363 | return false; |
| | 364 | |
| | 365 | |
| | 366 | pcInfo->m_vecPoint = vecTotVec / iTot + vecPos; |
| | 367 | pcInfo->m_vecNormal = vecPos - pcInfo->m_vecPoint; |
| | 368 | |
| | 369 | return true; |
| | 370 | } |